
Solid Prefekt
Haven Front
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Posted - 2009.09.03 05:30:00 -
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Here are my personal initial thoughts. Overall I think it is way too many changes. I am tired of CCP making so many changes to mechanics as it is. Changes should be small and gradual so you can look back and fully grasp the direct and indirect affects of a change.
All autocannons: +35% falloff. Hit quality reduces the damage at optimal + falloff to 38.6%, tracking independent. This is a very steep loss of damage and ambits are practically manditory on every AC ship just to get decent damage. - I see no value in making this change. ACs are fine the way they are. I don't want to be forced to put on ambits.
Tiered falloff: Keep the falloff the same for the middle tiered autocannons. Reduce the falloff of the lower tier by 10%, increase the falloff of the upper tier by 10%. This gives incentive to fit the larger tiered autocannons when currently there is little reason to, which also addresses the low powergrid usage of low tier autocannons. - You do currently have an incentive of 5% increase damage. Maybe take tracking penalty off then you will see more people switch between the different tiers. A 10% in falloff is too great and too much of an advantage.
Artillery: Increase the base damage modifier by 50%. Compensate by increasing the rate of fire by 50% as well. This gives artillery a bit of it's bite back, but not all of it. It's a midway point between the current state and the pre-HP boost state. Increase clip size by 50% as well. Finally, increase optimal by 10% across the board. The result is a higher alpha but the same DPS, and a little bit less pain from reloading. The optimal increase is necessary to make minmatar battleships even remotely acceptable in fleet fights. - So you want a 10% increase in optimal on top of the Tempest optimal bonus? Couple that with a 50% Alpha increase on guns that take no cap and have a nice falloff compared to the other guns?
The Tempest: Increase speed and agility by 15%. Change the bonuses as following: Damage bonus to 10% per level, 5% falloff per level. This gives it a little bit of seperation from the maelstrom which currently overshadows it in nearly every role. It makes the tempest a much better pirate boat and gives it a good anti-support role while staying mobile. It has the option of sitting nice and close with a large alpha from artillery, or being a mobile autocannon and neutralizer machine. It will still suffer from a confused mid/low slot configuration, so it won't be the next gank/tank battleship like the mega or geddon. It will actually lose DPS in favor for some true versatility. - So 25% falloff increase plus the 10% increase you want to give guns? When you factor in all the mods and skills I wonder what optimal + falloff range you get.
The Muninn: Move a highslot to a midslot. Utility highslots don't belong on sniper HACs, nevermind two of them. Increase speed and agility by 10%. Combined with the artillery changes, I think it will be just fine. It may not reach the dps/tracking of the zealot, but it will have a seperate damage type and be faster and more agile. There is no reason why the amarr HAC should be faster than the minmatar HAC. - Hmm. This one I am on the fence with. We have 2 utility plus drones that are both useless for a Sniper. I would almost be fine taking away a utility plus the drones for a mid. The one extra utility could possibly be used for a neut (though you won't have grid for it)
The Typhoon: Switch armor and shield. Give it some more fitting room (+1000 PG/40 CPU) - You mean switch the slot layout so it is shield? I like the armor phoon. This is still a good and fun BS, just takes a lot of SP. More grid would be nice (I would be willing to make drone bay smaller for it). And then a double dmg bonus for just one of the weapon types (missile or arty) (like you did with Naglfar).
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